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What kind of warriors do you recruit when playing as Chaos?
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#122
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In my opinion, the most optimal combination is Medusa - Night Terror - Black Dragon, because Chaos doesn't have a decent ranged unit in the first two tiers. Medusa serves as a strong ranged attacker. If choosing between an Ifrit and a Night Terror, the Night Terror is significantly stronger and more effective in an army. Also, I think the only advantage of Hydras over Dragons is their price. But for me, this doesn't matter because the power ratio between them is about one to three.
In reply to S-t-i-n-g
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#123
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If you have to choose between an Ifrit and a Nightmare, the Nightmare is significantly stronger and more effective in battle.

Significantly, you say???

In what way is it more effective and stronger???
After casting "Fear" once, the Nightmare has to run across the entire battlefield to affect someone, and it often takes more than one turn to reach them. Ifrits are flying units and permanently have a fire shield, which is more effective the more Ifrits there are in the stack. When reflecting an attack, they deal such a powerful counterattack with these shields that it's quite something.

Secondly, Ifrits are immune to fire, and therefore to any fire damage spells.

And finally, Ifrits are faster than Nightmares, both on the map and on the battlefield. :)

Therefore, I don't think it's worth talking about the SIGNIFICANT effectiveness of Nightmares compared to Ifrits! :D

In reply to Ларс
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#124
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L@R$$ON;181392
Ifrits are flying units that permanently have a fire shield, which is more effective the more ifrits there are in the stack. When reflecting an attack, they provide such a strong counterattack with this shield that it's quite significant.

Is this a typo, or is it really like that?:confused: I always thought that the shield's effect only depended on the damage the ifrit receives.:rolleyes:

One of the advantages of the Nightmare is its low construction cost. It saves on sulfur.

In general, in my opinion, the Nightmare is worse than the Ifrit for many. The Ifrit can work well in conjunction with the Black Dragon when clearing the map, and you don't have to worry about the Black Dragon hitting the Ifrit with its fire breath.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Zybr
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#127
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ZYbr;181395
Is this a typo, or is it really like that?:confused: I always thought that the shield's effect only depended on the damage the Ifrit receives.:rolleyes:

yes, that's correct, if I'm not mistaken, the Ifrit's fire shield returns a third of the damage received in a single attack - that is, the harder we hit it, the more it will burn us;)

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In reply to Dr Motor
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#128
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Dr Motor;197042
That's right, if I'm not mistaken, the Ifrit's Fire Shield returns a third of the damage dealt to it – meaning the harder we hit it, the more it burns us.
Wow:eek:, so that's why it doesn't work very well, because I hit them hard. Conclusion: we should use archers and magic:D. The downside is, I don't remember if they have magic resistance:confused:
Графомания путешественника
In reply to Нэйко
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#129
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Mutare Drake;197046

Wow :eek:, so that's why it doesn't work out very well, because I hit them too hard. Conclusion: they need to be taken down with ranged attacks and magic :D. The downside is, I don't remember if they have magic resistance :confused:?

That's exactly it - let's say you deal 600 damage with one hit, which means you kill ten Imps. The attacking squad's shield will absorb 200 HP!
Moreover, if I'm not mistaken, Fire Shield doesn't care about retaliation, meaning you can lose a good number of units, even, for example, Vampires, when fighting Imps. Also, Fire Shield deals damage even after the squad is completely destroyed!

In the expansion, they are definitely immune to fire, and therefore, fire damage spells won't work. ;) As for Whirlwinds, I don't remember - it seems like fire has a slight effect on them.

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#130
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That's correct.
That's why I feel sorry for the vampires fighting against them. They'll deal more damage to themselves with their own attack (which is quite impressive tactically).

And if I remember correctly, ifrits have been immune to fire since the base version... along with fire elementals and phoenixes.

Therefore, the ifrit is a very good suicide unit =))))


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Zybr
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#131
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I've fought Ifrits many times, and I've noticed that as their numbers decrease, the effectiveness of their fire shield (Winds of War) also weakens.
ОФФТОП - МОЁ ВТОРОЕ ИМЯ :smile01:
Мои карты: /attachments/12680/> и /attachments/10952/>
In reply to yuriy
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#132
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yuriy;201031
I've fought Ifrits countless times, and I've noticed that as the attacking party gets smaller, the effectiveness of their fire shield (Winds of War) decreases.

Yep, that's how it is – but not because there are fewer Ifrits, but because the attacking party itself is smaller. Consequently, the damage dealt to the Ifrits is less, and the cooldown, which depends on that damage, is also reduced.
It's quite simple logic – what surprised you?;)

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#133
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I choose between the Hydra and the Black Dragon based solely on the available natural resources at the time of building the structure. Otherwise, it's the usual – flying units and ranged attackers.
Под холодную Луной порублю попсу косой (с) Decimacia
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#134
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Medusa-CC-SD. Medusa-archer, CC – terror, as it can sometimes be useful to temporarily “disable” a couple of enemy stacks, and confusion is not always available to the hero. There was a lot of debate here about whether it’s sometimes worth choosing Hydras. What can be said about this? If you don’t have experience playing with Hydras and don’t have any particular preference for them, you can safely choose SD in 99% of cases – you won’t go wrong ). And speed on the map is very, very important.
In reply to snaiper133
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#135
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Yep, that's right – not because there are fewer ifrits, but because there are fewer units attacking them, which means less damage is dealt to the ifrits, and the resulting recoil, which depends on that damage, is also less.
It's quite simple logic – what surprised you?
Not quite. If there are fewer ifrits, then less damage is dealt to them. You can deal damage to a single ifrit equal to its hit points, right? :D :D :D
Therefore, the recoil from a single ifrit will be very weak, and it can be ignored. But if there are so many ifrits that you can't kill them all with one attack, then you need to be more careful. Especially vampires :)
So, it's important not only to reduce the number of units in the attacking ifrit army but also to reduce the number of ifrits themselves :smile01:

I voted for Medusa-Nightmare-Black Dragon. I don't like Minotaurs for the same reason I don't like Berserkers – their ability is uncontrollable. It's all down to luck. And you can't base your tactics on luck. But Medusas are an excellent counter to enemy Potions of Immortality; they can turn a hero without a Magic Resistance skill into stone with ease. And goodbye, double life! They are also good against level 4 creatures and in defense.
Nightmares are definitely the way to go. Huge hit points, the ability to stun an enemy for the first two turns (and the first two turns are the most important; everything is decided in them). Ifrits are for fans of Armageddon and those who like to turn Heroes into a real-time strategy game :D :D :D with a hero who runs around and a Black Dragon. I tend to use Chaos for both defense and offense, and the turn order with Nightmares will be good. A purely offensive strategy is for the armies of the Dead.
I rarely use Hydras, unless there is absolutely no sulfur and it is not expected, and a level 4 creature is needed urgently. And if you are playing against the computer, a Hydra is perfect
In reply to Тралоск
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#136
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Tralosk
Not quite. If there are fewer ifrits, then they take less damage.

How is that possible?
Tralosk

You can inflict exactly as much damage to one ifrit as it has hit points, right? :D :D :D
Therefore, the damage from one ifrit will be quite weak, and it can be ignored. But if there are so many ifrits that one hit won't kill them, then you need to be careful. Especially vampires :)
So, it's important not only to reduce the number of units in the attacking ifrit army, but also the decreasing number of ifrits themselves :smile01:

You're getting something mixed up. Check it yourself - take a pack of, say, a hundred ifrits, and take one peasant. Disable retaliation on the ifrits, and attack with the peasant. According to your logic, the peasant should die. But I assure you, it will survive. ;)
Because how much damage will our peasant inflict on the ifrits? That's right, very little, I don't remember exactly, let's say one. In this case, the fire shield will reflect 1/3 of that damage back onto the peasant (plus some modifiers). How much health does the peasant have? That's right, more than the reflected damage.
That's how it works.

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In reply to Dr Motor
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#137
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Ifrits are for fans of Armageddon and those who like to turn Heroes into a real-time strategy game.
Armageddon doesn't technically deal fire damage, so Ifrits take it full force... or maybe it's a reduced amount, I don't remember exactly, but they definitely take some damage in any case:)
and the turn order with Nightmares will be good.

The turn order is slow in general. Ifrits have a much larger modifier, and Nightmares are even slower:)

Actually, I don't know about others, but for me personally, the problems when playing as Chaos only arise with mana. At the beginning, while there are no Nightmares yet, and you need to break through something, the cost of arrows and lightning spells is quite high. After building Nightmares, you can sometimes hold off in some battles, but it depends on what you're trying to break through:) In general, in my opinion, developing as Chaos is quite simple: fast units, Chaos Knights, Death Tactician, and whoever else you want:) and Nightmares:)


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Zybr
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#138
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You're getting something wrong. Check it yourself – take a stack of, say, a hundred Efreet, and take a single Peasant, remove the retaliation from the Efreet, and have the Peasant attack. According to your logic, the Peasant should die. But I assure you, it will survive.
Because how much damage can a Peasant inflict on Efreet? That's right, very little. Let's say it's one. In that case, the Fire Shield will deal 1/3 of a point of damage to the Peasant (plus some modifiers). How much health does the Peasant have? That's right, more than the Fire Shield's damage.
That's how it is.
You misunderstood me. I meant that not only the strength of the attacking Efreet stack is important, but also the number of Efreet themselves. I didn't claim that the strength of the attacking stack is unimportant – please read more carefully. Of course, a single Peasant will inflict pitiful damage on the Efreet and receive pitiful retaliation in return.

Let me try to explain my point again: let's say we have 100 Efreet and 200 Nightmares. The Nightmares won't be able to kill the Efreet in one hit, and they will suffer tremendous losses from the Fire Shield. But if these 200 Nightmares attack, say, 20 Efreet, and kill them in the first hit, then the damage from the Fire Shield on the Nightmares will be less. Because 20 Efreet have less HP than a hundred – therefore, the maximum damage that can be inflicted on them is less, which means the Fire Shield will hit the stronger stack less hard. Because if all the Efreet together have 800 HP, and their opponent deals a minimum of 1000 damage, then the Fire Shield will deal 800 damage, not 1000 or more.
It's a slow unit overall. The Efreet have a much larger speed modifier, and we don't even need to talk about Chaos Demon.
And the Nightmare is designed more for a defensive strategy. You can send a single Runner out on its own – let it run around for the first two weeks, collecting resources. Anyway, at the beginning of the game, the army is slowed down by units of the first levels, and it's still difficult to get rid of them. But closer to the end of the game, this 10% increase in speed won't make much difference – well, if the opponent is also Chaos, it will be some kind of concession, but it's better to use Nightmares to defeat all the others, for whom Runners are "not native."

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